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Thread Statistics | Show CCP posts - 3 post(s) |
Aeon Amadi
12
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Posted - 2015.09.22 05:35:00 -
[1] - Quote
Ydubbs81 RND wrote:Everytime I post in one of those CPM threads about shields before it gets locked...my point gets glossed over. Does anyone else agree that shield regen/recharge is not the problem with the shield tanking?
Shield tanking is not viable cause you are melted by the double & triple damage modded amarr and gallente suits. Not to mention throwing flux grenades are like nukes to shield tankers and they are easier to use than a locus grenade.
I'm not familiar with all of the CPM's style of play or preferences but I do know one has been a longtime advocate for armor and has expressed many times that he felt that shields are in a great place (before he became CPM). Now, in Aeon's threads, everyone is agrees on what the problem with shield tanking is? I don't undersand at all.
It is a simple thing to understand. Armor suit maintain their primary tank and can stack double or triple damage mods on ARs or laser based weapons (20% damage bonus to shields). How can a shield tanker compete with the damage output if we have to sacrifice our primary tank to keep up with their damage output?
In even clearer terms....amarr assault gets to don 700hp of armor with damage mods on a weapon that has a 20% damage bonus to shields. Caldari assault would have a bit over 500 shields if we sacrifice two highs for damage mods. In order to compensate, you see cal assaults with armor plates. Armor tanking on a cal assault defeats the purpose of shield tanking. One plate may be ok but I see 400 hp of armor on cal assaults regularly.
Does everyone disagree with this being the big issue or do people agree that the focus needs to lie here?
I think every CPM is pretty unanimous that we generally hate damage mods existing and if we had our way they'd probably go the way of the Dodo. Mostly because of situations exactly like you pointed out, which leaves us with one of two options: Either we move to introduce damage mods in the lows to boost shield usage in some six degrees of separation way, or we move for the removal or discouraged use of damage mods in the highs. It's sort of a pickle, for certain, and I don't think we have a solution.
What we are working on though is a multi-step shield proposal (you've seen step one, of which there are about four) because it is something we can advocate changing because it's been needing an overhaul anyway. Shields haven't seen much change since the early days of Uprising and the current system is chaotic and confusing. Which, we're all sort of hesitant to change armor, or damage mods, or basically anything until that system actually has some sort of planned and functional design.
All we're asking for is some feedback and patience. Yes, we understand that the current meta is armor. Yes, we understand that many players feel that a quick solution would be to nerf armor. We're not interested in quick band-aid solutions though, we're interested in long-term benefits that we don't have to keep having these sort of conversations over and to do that we need a functional design that we can work off of.
We want shields and armor to have their unique playstyles and it has always been a design philosophy in Dust 514 that armor was about high HP while shields were about high Regen. That is our baseline.
Cross Atu wrote:
#1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 05:39:00 -
[2] - Quote
Jonny D Buelle wrote:The problem is shield regen and shield delay. Amarr and Gallente weapons are anti-shield weapons just like Caldari and Minmatar weapons are anti-armour.
Flux grenades are a problem and need to take a look at. Even a basic flux is powerful enough to wipe a Caldari Sent's shields. My proposal is to nerf its damage vs infantry but keep the damage against vechiles the same. I have no idea about numbers.
I also agree that shield tanking is not viable as to have semi-decent shields, you are stacking shield mods in your highs and have no place to put damage modifiers or mylolfibs. Why not either make a new slot for damage modifiers in the suit or make it so they can be fitted in either high slots or low slots.
Mostly because of the impact it'd have on TTK. Just imagine a Minmatar Assault running damage mods in the lows and Myos in the highs.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 06:24:00 -
[3] - Quote
Jonny D Buelle wrote:Breakin Stuff wrote:None of us are pushing to remove anything.
Just because we're looking to push TTK to the slower side a LITTLE bit doesn't mean we're going to try and remove options rather than shore up failing ones
Im all for reducing the TTK, but not at the risk of making a suit which members of the community use not viable. I apologize for my outburst, but any talk of removing (which, again sorry to nitpick, Aeon hinted at with his "the way of the dodo" comment) damage mods is something I will strongly oppose unless the Gal Sent is able to out rep the Amarr Sent.
Was less about increasing TTK (increasing = longer time, decreasing = lessening the time) and more about the fact that damage mods are high-mod exclusive. It's the lesser of two evils to just leave it in because the extremes would be removing it or throwing a pipe-wrench in the TTK by adding in another one and encouraging even more broken fits. In the end it'd only help shield users if they used it and there's nothing to stop an armor tanker from using them either (myos + damage mods is something I'd probably do).
So, the optimal solution is to make utility modules better to encourage their use over HP/Damage mod stacking.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 19:02:00 -
[4] - Quote
CCP Rattati wrote:Press Attache wrote:MexXx Dust-Slayer wrote:Another option would be to have shield regulators increase resistance by about 4/5/6% to help the balance against damage mods, and/or having regulators increase the shield damage threshold by %.
Having regs increase the damage threshold is an interesting idea, provided regs don't get buffed in any other way. If they get a bump in their current stat, that should be tried first before this option, but if shields are still struggling after the first couple of buffs this idea should get some looking into. we just discussed faction based shield thresholds, even role based, something like this CA 12 MI 10 GA 8 AM 6 Caldari: Assault 12 Commando 12 Sentinel 11 Scout 11 Logistics 10
Change it up to: Scout 12 Logistics 12 Assault 11 Commando 11 Sentinel 10
That way it follows along with the EHP / Speed Progression :3
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 19:03:00 -
[5] - Quote
shaman oga wrote:Before focusing too much on Cal suits (i have a lot of fun with a shield tanked cal ass), currently minmatar can't shield tank, not even the 5/2 medium frame, total shield HP are low (acceptable/comprehensible), shield delays are literally terrible (not acceptable).
In a similar way of gallente being masters at repair, minmatar should have better delays or recharge values.
CPM Shield proposal will be shield delays in a major way.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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